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Posted
17 hours ago, Gamerooni said:

Hey fet, would you be able to post the source code to github? It'd still be possible to keep the dev and test versions patreon-locked if you do, since most people are unable to compile just the code itself.

 

I like this mod, and I'd like to contribute to it and make it better.

I completely don't understand what you mean, are you just asking me to continue working on a mod that I am actively working on?

Posted
On 5/25/2024 at 3:48 PM, fodz said:

Hello guys, I get the message "SLIF MOD detected- I hope that you are not using old devious training support file from SLIF? DID you? Now devious training have native support. please make sure that SLIF not overwrite this mod."

I don't know what is an old devious training support file from SLIF, i don't have that .

For downloading the full experience, which files in the downloading section to download, I downloaded 4 ( except for the one 3.7.2) and I downloaded all three  sub texture files in the texture file.

And for the author of the mod, you are a man of culture, a visionary and a scholar, thank you for the mod!.

its version from 2018maybe? i needto delete this msg xD

  • 2 weeks later...
Posted
On 6/7/2024 at 7:04 AM, skyrimfet said:

I completely don't understand what you mean, are you just asking me to continue working on a mod that I am actively working on?

Nah, I'm asking if you're able publish the code for the LL version of this mod online as a git repository (to e.g. GitHub) so other people (such as myself) can work on it too.

 

Right now, I can make all the fixes and changes I want in the source code but it'll all just stay on my computer. If you put the code into a git repository, it'd make it far easier for other people to contribute to your mod, and it'd make it far easier for you to put those contributions into the mod itself.

 

In short - people will fix your bugs, free of charge.

Posted
3 hours ago, Gamerooni said:

Nah, I'm asking if you're able publish the code for the LL version of this mod online as a git repository (to e.g. GitHub) so other people (such as myself) can work on it too.

 

Right now, I can make all the fixes and changes I want in the source code but it'll all just stay on my computer. If you put the code into a git repository, it'd make it far easier for other people to contribute to your mod, and it'd make it far easier for you to put those contributions into the mod itself.

 

In short - people will fix your bugs, free of charge.

Okay, now I understand a little more. Is it my mod that has some errors?  xD

I'll think about it, it didn't occur to me

Posted
Vor 3 Stunden sagte Gamerooni:

Nein, ich frage, ob Sie den Code für die LL-Version dieses Mods online als Git-Repository (z. B. auf GitHub) veröffentlichen können, damit auch andere Leute (wie ich) daran arbeiten können.

 

Im Moment kann ich alle gewünschten Korrekturen und Änderungen am Quellcode vornehmen, aber alles bleibt einfach auf meinem Computer. Wenn Sie den Code in einem Git-Repository ablegen, wäre es für andere Leute viel einfacher, zu Ihrem Mod beizutragen, und es wäre für Sie viel einfacher, diese Beiträge in den Mod selbst einzufügen.

 

Kurz gesagt: Die Leute werden Ihre Fehler kostenlos beheben.

 

I honestly can't think of any reasons why you should make your own creative work available to complete strangers?

 

Bug fixing?

 

If no bugs are reported, how can you even look for potential bugs!

😈

Posted
39 minutes ago, Miauzi said:

 

I honestly can't think of any reasons why you should make your own creative work available to complete strangers?

 

Bug fixing?

 

If no bugs are reported, how can you even look for potential bugs!

😈

gute Sichtweise ;) Ich bin auch etwas skeptisch bei Konten, die wenig Aktivität haben - es ist schwierig für mich zu bewerten, wer ich zu arbeiten einladen möchte,
cheers

Posted (edited)
20 hours ago, skyrimfet said:

gute Sichtweise ;) Ich bin auch etwas skeptisch bei Konten, die wenig Aktivität haben - es ist schwierig für mich zu bewerten, wer ich zu arbeiten einladen möchte,
Prost

 

I have now started a longer test (approx. 2 weeks with 6-9 hours of play time per day) - I wanted to test the interaction of several body-changing mods:

 

- Bimbos of Skyrim

- Mich-Mod-Economy

- Devious Training

- Unforgiving Devices

 

Overall, they all work quite well together - I am very happy with the result.

 

Since it is now late at night for me and my bed is "calling for me" - the more detailed report will be coming tomorrow.

 

---

1) You can use the mod together with "Unforgiving Devices" (UD) - but then you're in for a surprise at low levels.

UD has a special quest for the "Abadon Plug" - you get it after killing the first dragon at the western watchtower of Whiterun. At that point you're still at a very low level and you certainly haven't done anything else in terms of "training".

After being tied up by this "plug" you're almost constantly brought to orgasm - and now the buffs from the "training mod" kick in.

 

In fact, you have no chance of fighting yourself out - both mods pull themselves down in a "deadly" spiral.

And every day you stay tied up, the "plug" switches to an even higher level of bondage - the maximum on day 5.

 

Only the "Hand of God" aka the debug menu of UD helps -> put everything away

 

But you get a lot of gold (and resources) for that... but you also complete a training session lasting several days!

And here is the sensible connection between the two mods.

For me, the mechanics of fighting your way out of the bonds are ultimately uninteresting - that's really not my style of play... but the ability of the "Abadon Plug" to place increasingly strict bonds on the victim over time - I can combine well with the "roll-play" for training.

 

By the way - just as your mod works with the companions - UD does the same!

 

---

2) The morphs of your mod only work when you wear the corset, for example - which is actually quite realistic.

But since I want to give my character a permanent "shaping" of the body, I need mods for that too.

With MME, I can make the breasts grow quite a lot over time... depending on the "fill level" (milk production), they even grow or shrink over the course of the day.

 

After milking, you get off the machine - then you can easily observe how the individual mods work to change the body according to the current frame values.

 

The Bimbo mod also comes with a morph option for the body - but this "card" is only drawn shortly before the highest "development level" and is basically permanent.

Here you can coordinate both mods in time or via "roll-play" - so the waist stays as narrow and the pelvis as wide - or the bottom as big and round

 

3) Ballet boots or pony boots permanently deform the feet if desired - but why can't I re-equip this footwear (after taking it off)?

I have to turn off the option in the MCM - then it works.

Is this perhaps due to the mechanics that the game engine only allows?

For "Fallout 4" someone "copied" the shoe part of your training mod - the same thing happens there too.

Overall, it's not really that bad - I've got used to it.

 

ScreenShot1032.png.d4f60d80c46db10b70ff8e4da2b75c50.pngScreenShot1033.png.82c60eb9282e92ea9e33d2f338f8eb17.png

Edited by Miauzi
  • 1 month later...
Posted

I want to change the value of DT_msc_heartbit to make it much quieter and to solve something with the compass so that it does not blink, but remains visible. Attempt to compile failed, moreover even the original DT2BlindSlut.psc does not compile

DT2BlindSlut.zip

  • 2 weeks later...
Posted

Writing here in case you see this sooner, also posted on Patreon.

 

For the newest SSE version on Patreon, after playing for some time, it seems Mayhem doesn't really work at all. I'm not getting any node/morph changes, SLIF isn't detecting it, etc. To be fair I did "upgrade" to this version from the LL SSE version, could be the scripts are incompatible. However, when I go into my save, I don't see ANY Mayhem scripts running. I see them in the save, but they are not active. Is there a way to force them to run somehow?

 

I'm going to try switching back to version 3.7.2 to see if that will work.

  • 4 weeks later...
Posted
On 7/27/2024 at 2:47 AM, Gideron said:

I want to change the value of DT_msc_heartbit to make it much quieter and to solve something with the compass so that it does not blink, but remains visible. Attempt to compile failed, moreover even the original DT2BlindSlut.psc does not compile

DT2BlindSlut.zip 1.18 kB · 0 downloads

Could you please post the compilation errors you got in both cases?

Posted
On 8/29/2024 at 5:29 AM, Gamerooni said:

Could you please post the compilation errors you got in both cases?

Everything is fine, the problem was in the language settings of Windows, so the problem can be considered closed. However, mcm really lacks the ability to adjust the volume of the heartbeat and turn on the radar as constant, not blinking.

Posted

Hi guys, I need some help: for some reason the MCM is staying blank for me for the core mod (labeled devious devices 2 in the list of mods). Mayhem and Martyr mcms load fine. Any suggestions would be much appreciated!

Posted
On 6/20/2024 at 8:17 AM, Miauzi said:

 

I honestly can't think of any reasons why you should make your own creative work available to complete strangers?

 

Bug fixing?

 

If no bugs are reported, how can you even look for potential bugs!

😈

Hey man, I don't want to start an argument, but you're completely wrong here.

 

To begin with, Skyrimfet's creative work is already available to complete strangers. Each download of his mod comes bundled with the source code. Putting the source code up on GitHub won't change anything besides letting people collaborate properly.

 

If you're instead worried about people making bad changes to this source code - don't be. Git is structured in such a way as to give the repository owner full control of what happens to their code.

 

As for bug reports, you can have a look at the other thread. Plenty there to see, and some even come with the code to fix the bug. But it's a big mod, and skyrimfet's one guy - not everything's going to get actioned. However, even if there were no bug reports, I still often prefer to fix stuff directly. It's quicker for everyone that way.

 

Posted (edited)

Hello skyrimfet, I'm using your latest version devious training.

And after I achieve "DT:perfect balance" buff by wearing nipple piercing for a long time. My attack speed increase to a crazy scale where my attack looks like glitched gif.
I don't know if it's a designed effect or a bug. But both debuff and buff are too powerful for normal play experience.

I think maybe you can try lower their effect on attack speed a little?
Oh and I don't have devious mayhem in my MCM.

Edited by Khazita
  • 2 weeks later...
Posted (edited)

Fix for DeviousTrainingMayhem.esp Footwear Issue

I encountered a problem in DeviousTrainingMayhem.esp where footwear couldn’t be equipped. To fix it, I modified the DTMFeet record in the Armor section. I removed all keywords except for SexLabNoStrip. After this change, the conflict with other footwear resolved, and now my character can equip shoes properly. Hope this helps anyone facing similar issues!

Please note, English is not my first language, so some parts might sound a bit off.

Edited by __surrey
Posted

It seems as if Skyrimfet has taken another leave of absence from Skyrim modding, as there have been no updates here in a long while and the last post on their Patreon was back in June. Hope we get an update eventually, I found in my testing that the latest version of DT available on Patreon is very buggy.

  • 3 weeks later...
Posted
On 9/22/2024 at 1:30 AM, MysticDaedra said:

It seems as if Skyrimfet has taken another leave of absence from Skyrim modding, as there have been no updates here in a long while and the last post on their Patreon was back in June. Hope we get an update eventually, I found in my testing that the latest version of DT available on Patreon is very buggy.

Yes it was, recently I have been conducting reconnaissance by combat and I think I have begun to correctly identify what works well and what goes wrong after the transfer to SSE and I am slowly fixing it by adding new ideas. Today I managed to finally upload the DTMayhem version, which seems satisfactory to me.

 

On 9/22/2024 at 1:26 AM, __surrey said:

Fix for DeviousTrainingMayhem.esp Footwear Issue

I encountered a problem in DeviousTrainingMayhem.esp where footwear couldn’t be equipped. To fix it, I modified the DTMFeet record in the Armor section. I removed all keywords except for SexLabNoStrip. After this change, the conflict with other footwear resolved, and now my character can equip shoes properly. Hope this helps anyone facing similar issues!

Please note, English is not my first language, so some parts might sound a bit off.

ok, i will check it
Thanks!

Posted
3 hours ago, skyrimfet said:

Today I managed to finally upload the DTMayhem version

I don't know if it's intentional but at least if I run this newest version through MO2 when I boot up a game the mcm menu does not exist for it... maybe its bc I ddi it in an existing save? on another note what is the deploy file for?

Posted
12 hours ago, LilHel said:

I don't know if it's intentional but at least if I run this newest version through MO2 when I boot up a game the mcm menu does not exist for it... maybe its bc I ddi it in an existing save? on another note what is the deploy file for?

You don't need a new save, the mod is made in such a way that it does the update itself when it detects that it is in the new version.

 

The disappearance of MCM is a very worrying sign - the question is whether this is your individual problem or whether I broke something again

 

Please give me the logs from running the new game with the mod and the logs from when you run the current game/save for the first time after the update. I understand that the older version worked and you had all 3 DT items in mcm and that you are using SEE ?


deploy.bat is the file that copies my files to the package because I'm lazy :)

Posted
6 hours ago, Ryotaiklewd said:

Would love to see follower support working again. It's been non-functional since 2019(?) and I really want to make more submissive followers.

And it doesn't work? As far as I remember there is an option for simplified DT simulation for followers. Cheack please DTCore MCM - support followers or something?

I'll check it out for myself, but as forever alone I haven't used it myself except for testing.
 

Posted
1 hour ago, skyrimfet said:

The disappearance of MCM is a very worrying sign - the question is whether this is your individual problem or whether I broke something again

 

Please give me the logs from running the new game with the mod and the logs from when you run the current game/save for the first time after the update. I understand that the older version worked and you had all 3 DT items in mcm and that you are using SEE ?

I'll see if I can find logs...not very adept in that department and may not be able to find it...the main thing though is that your currrent zip format doesn't follow the conventional structure(MO tries to download the data folder) and so I only downloaded the data folder of the zip and not the deploy.bat file. I don't know if it's important...and even if it is important I tried opening it and it tries to ig inject stuff into the base skyrim folder which probably is fine to some degree(I have no idea since I've always modded using MO and never tried throwing mods into two different ways) but it seems hard coded to try to find skyrim in program files which is awkward since my Steam folder is located outside of the program files...I will try to find the logs(don't know how but will try to figure it out)

Posted
1 minute ago, LilHel said:

I'll see if I can find logs...not very adept in that department and may not be able to find it...the main thing though is that your currrent zip format doesn't follow the conventional structure(MO tries to download the data folder) and so I only downloaded the data folder of the zip and not the deploy.bat file. I don't know if it's important...and even if it is important I tried opening it and it tries to ig inject stuff into the base skyrim folder which probably is fine to some degree(I have no idea since I've always modded using MO and never tried throwing mods into two different ways) but it seems hard coded to try to find skyrim in program files which is awkward since my Steam folder is located outside of the program files...I will try to find the logs(don't know how but will try to figure it out)


So maybe the problem lies on Our side :)

Do like this, extract the zip anywhere enter the folder and go so deep until you hit the “Data” folder
This directory (Data) zip and name it DTMayhem.zip or else, it doesn't matter super important.
Try in MO2 to install the zip file you created.

 

Posted
1 minute ago, skyrimfet said:

So maybe the problem lies on Our side :)

Do like this, extract the zip anywhere enter the folder and go so deep until you hit the “Data” folder
This directory (Data) zip and name it DTMayhem.zip or else, it doesn't matter super important.
Try in MO2 to install the zip file you created.

image.png.d1d97e41159babb204648fee252c0785.png

This is whats currrently in my MO mayhem mod does that seem right?

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